You are on page 1of 6

Necromancer Proficiencies

While others use magic to do paltry things like conjure Light armor
fire or fly, the Necromancer is a master over death itself. Armor:
Simple weapons
They study the deep and forbidden secrets that raise the Weapons:
None
dead, controlling minions toward a variety of goals. Tools:
Perhaps they seek the power that mastery over death Saving Throws: Constitution, Intelligence
provides. Perhaps they are serious and unashamed Skills: Choose two from Arcana, Deception, History,
scholars, who reject the small-minded boundaries held Intimidation, Medicine, Perception, and Religion
to by others. Each enemy they fell becomes an eager
and disposable ally, they become immune to the Equipment
You start with the following equipment, in addition to
energies of death and decay, and ultimately harness the the equipment granted by your background:
immortality and power of undeath for themselves.
Creating a Necromancer (a) a chain sickle or (b) two daggers
A necromancer is a caster that is able to expel negative (a) leather armor or (b) padded armor
energies flowing through their veins. Necromancers are (a) a dungeoneer’s pack or (b) an explorer’s pack
similar to sorcerers, but are more adept with arcane focus
necromancy and, to some extent, enchantment spells.
They use their abilities to gain absolute control over
their enemies’ bodies, minds, and souls. Often the best
way to do this is by raising/summoning undead from
their fallen enemies; a skill at which they are
unparalleled. Necromancers are also effective with
diseases, poisons, and affecting opponents with fear,
fatigue, exhaustion, pain, life drain, or even gaining
mindless supporters through the use of enchantment
magic to charm and dominate.
A necromancer’s strengths are in bolstering undead,
summoning or raising undead minions (which they can
control up to a number of a large mob) and being able to
cast a vast repertoire of various necromancy spells.
They are strong spell casters but are not durable in
physical combat. A necromancer should primarily be
used for crowd control, able to curse the enemy while
animating different undead to occupy the enemy while
their teammates continue to sustain a mass of dead
bodies for you.
Quick Build
You can make a necromancer quickly by following these
suggestions. First, Intelligence should be your highest
ability score, followed by Constitution and Dexterity.
Second, choose the charlatan background.
Class Features
As a Necromancer, all the undeads you summon, in
combat, act right after your turn, and you gain the
following class features.
Hit Points
Hit Dice:1d6 per Necromancer level
6 + Constitution modifier
Hit Points at 1st Level:
1d6 (or 4) + Constitution
Hit Points at Higher Levels:
modifier per Necromancer level after 1st
The Necromancer
— Spell Slots Per Spell Level —
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Life Tap 2 2 2 — — — — — — — —
2nd +2 Necromancer Occult 2 3 3 — — — — — — — —
3rd +2 Soul Harvest 2 4 4 2 — — — — — — —
4th +2 Ability Score Improvement 3 5 4 3 — — — — — — —
5th +3 Spontaneous Unburial 3 6 4 3 2 — — — — — —
6th +3 Occult feature 3 7 4 3 3 — — — — — —
7th +3 Animate Major Undead 3 8 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 3 9 4 3 3 2 — — — — —
9th +4 - 3 10 4 3 3 3 1 — — — —
10th +4 Occult feature 4 11 4 3 3 3 2 — — — —
11th +4 Animate Major Undead improvement 4 12 4 3 3 2 2 1 — — —
12th +4 Ability Score Improvement 4 12 4 3 3 2 2 1 — — —
13th +5 - 4 13 4 3 3 2 2 1 1 — —
14th +5 Occult feature, Ritualistic Unburial 4 13 4 3 3 3 2 1 1 — —
15th +5 Animate Major Undead improvement 4 14 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 4 14 4 3 3 3 2 1 1 1 —
17th +6 - 4 15 4 3 3 3 2 1 1 1 1
18th +6 Macabre 4 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 15 4 3 3 3 3 2 1 1 1
20th +6 Séance 4 15 4 3 3 3 3 2 2 1 1

Spellcasting Necromancer Occult


You draw on the negative energy in the world to fuel At 2nd level, you choose an occult which specializes you
your spells. in your dealings with death: Keeper, Reaper and
Spellcasting Ability Undertaker each of which is detailed at the end of the
= 8 + your proficiency bonus + your class description. Your occult grants you features when
Spell save DC
Intelligence modifier you choose it at 2nd level and additional features at 6th,
10th, and 14th level.
Spell attack modifier = your proficiency bonus + your
Intelligence modifier Soul Harvest
Spellcasting Focus Starting at 3rd level, by reaping life you are able to
You can use an arcane focus as a spellcasting focus for claim a fraction of those unfortunate creatures souls to
your necromancer spells. regenerate your wounds and fortify your body. At the
end of your turn, if you or any undead under your
Life Tap control have killed one or more creatures whose CR is
greater than 1, you or any of your undeads gain
Starting at 1st level, your touch can siphon the life force temporary hit points equal to your necromancer level.
of others to bolster your own. As an action, you can
make a melee spell attack against a living creature, Ability Score Increase
dealing necrotic damage equal to 1d8 + your When you reach 4th level, and again at 8th, 12th, 16th,
Intelligence modifier on a hit. You gain hit points equal and 19th level, you can increase one ability score of
to half the amount of necrotic damage dealt. If this your choice by 2, or you can increase two ability scores
feature kills the creature, you gain twice as many hit of your choice by 1. As normal, you can’t increase an
points from using this feature. The damage increases by ability score above 20 using this feature.
1d8 when you reach 5th level (2d8), 11th level (3d8),
and 17th level (4d8). You may use this feature a number
of times equal to your Intelligence modifier(minimum
one) and you regain all uses of this feature at the end of
a long or short rest. You only spend the use if the attack
hits.
Spontaneous Unburial are immune to poison damage, diseases, exhuastion, as
well as the poisoned condition.And you have advantage
Starting at 5th level, your understanding of necrotic and on saving throws against being frightened
negative energies allows you to raise the dead with
ease. You may cast the spell animate dead as an action Grim Harvest
and you do not require a corpse or pile of bones to do Starting at 20th level, the area around you becomes a
so; the skeleton or zombie will claw its way up from volatile zone of death and necrotic magic. You have
underground and acts on your next turn. In addition, learned to sew the agony of the newly departed’s death
you learn the spell animate dead. This spell does not into those nearby. Whenever an enemy creature dies
count against your number of spells known but still within 60 feet of the you, you may use your reaction to
requires a spell slot to cast. target it and cause an explosion of necrotic energy.
Animate Major Undead Choose any number of creatures within 10 feet of the
explosion to make a Constitution saving throw. On a
Beginning at 7th level, your pursuit of knowledge has failed save, they take 8d6 necrotic damage and half as
led to uncover the secrets to mastering undead of all much on a success. If this damage kills any creatures,
sizes. You can now raise any corpse that is Huge or you may target one of the creatures killed to cause a
smaller of a humanoid, or beast with challenge rating 2 secondary explosion but the damage is reduced to 4d6
or lower can be animated. and halved on a successful Constitution saving throw.
It keeps its original abilities and attacks, multiattack, You regain use of this feature when you complete a
but loses any resistances, immunities, legendary short or long rest.
actions, spells, senses it had and gains the immunities
and vulnerabilities of its type, skeleton or zombie. You
can issue mental commands to the creature as the
animate dead spell. You can only control one major
undead at a time for 24 hours. You can use this feature
again to reassert your control over the major undead.
You must finish a long rest before you can use this
feature again. If the major undead dies, is desintegrates
and can’t be animated again.
At level 11, you may animate a monstrosity,
humanoid or beast with a challenge rating of 4 or lower.
At level 15, you may animate a monstrosity,
humanoid, aberration or beast with a challenge rating of
6 or lower. In addition, a major undead now lasts until
its hit points are reduced to 0.
At level 19, you may animate a monstrosity,
humanoid, aberration, dragon or beast with a challenge
rating of 8 or lower.
The major undead cures 1 hit dice per hour passively.
Ritualistic Unburial
At level 14th level, the repetitive nature of raising your
undead has become like a ritual for you. You may cast
animate dead as a ritual.
Macabre
Starting at 18th level, the death you surround yourself
with has become part of you. Your flesh has become
pale and your eyes have taken on a yellow tint. Some
necromancers alter their appearance with stitches sewn
on their face, body, legs, or arms. Others may adorn the
remains of corpses to impose fear and keep people
away. The overexposure to death has earned an affinity
with undead. Whenever you interact with undead, you
have advantage on all Charisma checks. In addition,
while you may look sick and exhausted from the
constant dealings with death, you do not age and you
Occults no wind blowing. He bends over to grab a flower but it
withers before even touched. Death consumes this man.
Keeper Death consumed the village.
The Occult of Reapers plays with negative energy in
An eager doctor’s assistant stays late after a failed ways others run from. A reaper won’t always show his
surgery to stitch the cadaver closed, and prepare it for intentions to others until he is ready for them to play
transport to the undertaker. But while he has the with his undead or feel necrosis from his spells. Even
remains here to himself, he sees no harm in a little though he can control undead himself, he’d rather cull
research. This case was an odd one, and he’d like to the other ones in his path. Undead are weak against this
know more about it. As he conducts his experiments, he man. True power comes from harnessing negative
murmurs to the body, “Let’s see where it all went energy for oneself, not making puppets.
wrong, and where we can do better next time.”
Necromancers of this Occult study death in order to Necrotic Affinity
keep it at bay, whether it be for their own benefit or for Begining at 2nd level, you can add 1d6 to the necrotic
another. Keepers have a deep and intricate damage of Life Tap.
understanding of why creatures die, and how to slow Death’s Knowledge
death or stop it all together. But the things necessary to Beginning at 6th level, some ancient tomes, spell books,
obtain such knowledge are not for the faint of heart, or or scrolls have provided knowledge to you. Add the
those lacking resolve. following spells to your necromancer spell list: inflict
Life on Demand wounds, raise dead, resurrection, revivify, speak with
Beginning at 2nd level, you can accelerate the body’s dead, and true resurrection.
natural healing when it is needed the most. As an Improved Soul Harvest
action, a creature you touch can expend a number of its Starting at 6th level, you’ve gained the knowledge to
hit dice equal to your spellcasting modifier (minimum of channel the souls you harvest into your spells. You may
1) to regain hit points. After you use this feature, you store a number of souls equal to your necromancer level
must finish a short or long rest. from killing creatures with soul harvest for later use.
At 6th level, a creature can also add it’s Constitution You can consume souls to regain up to a 3rd level spell
modifier to hit points recovered this way. At level 10, slot, which costs 2 souls for every spell level. For
you may use this feature twice between rests. instance, a 3rd level spell would consume 6 souls.
Expanded Intellect In addition, when you deal damage to a creature with
Beginning at 6th level, your studies of death and a spell, you may consume any number of souls in your
undeath have opened up new possibilities for you. You possession to deal additional necrotic damage equal to
gain the spare the dying cantrip. You also add the 2 times the number of souls you consume and cure
following spells to your list spells to learn from: cure yourself the damage caused.
wounds, lesser restoration, Aura of vitality, feign death, Necrosis Spellcasting
revivify, death ward, greater restoration, resurrection, Starting at 10th level, a cloud of stench accompanies
and mass heal. the spells that you cast, eating away at the flesh and
Aura of Wellbeing bone of your victim and distracting them. Any
Beginning at 10th level, you emanate an aura that necromancy spells that you cast deal an additional 1d8
rejuvenates and prolongs the life of others around you. necrotic damage. In addition, undead have disadvantage
If an allied creature begins its turn within 10 feet of you, on saving throws against your spells and class features.
it gains temporary hit points equal to your proficiency
bonus plus your Intelligence modifier (minimun 1) if the Grim
creature has already received damage. Beginning at 14th level, stories of something
supernatural taking lives comes to fruition. Fairy tales
Refusal depict a Grim Reaper that comes to take souls of people
Beginning at 14th level, you can decide to ignore death ready to die, but the truth is, the Grim Reaper visits to
if it’s too inconvenient. If a creature within 5 feet of you deal death. An aura surrounds you and saps the life of
that you can touch (including you) drops to 0 hit points, anything within 5 feet of you. If a creature ends its turn
you may use your reaction to cause that creature to drop within range it must succeed on a Constitution saving
1 hit point instead. You must finish a short or long rest throw or lose hit points equal to the number of souls you
before you can use this feature again. have stored. You gain hit points equal to half the hit
Reaper points the creature lost, rounded up. This effect does
not effect allies unless you choose.
The village is quiet during the strangers walk down the
roads. No birds are chirping, no children heard playing,
Undertaker
In a cemetery, a woman provides a service for a family
grieving their lost one. She had spent the evening before
prepping the corpse and making everything presentable
for the wake. Her services were appreciated and she
accepted her thanks, but her real joy would happen after
everyone left. She looks at her next corpse, the
shopkeep of the funeral home, “Why let the dead rot?”
An undertaker is from the Occult that specializes in
raising the dead. Whether it be passing through town
and filling in for a businessman or collecting minions
from a graveyard, the years of preparing corpses has
taught the undertaker how to make her undead a force
unequal to others. Her minions are tougher and fight
longer. She always has a skeleton or zombie at her side
to carry out tasks and can quickly raise an army when
others want to surround her. An undertaker has no fear
of death since death itself fights for her.
Unholy Resistance
Beginning at 2nd level, the time you’ve spent wielding
negative energy has made itself a part of you. You have
resistance to necrotic damage and your hit point
maximum cannot be reduced. At 5th level, this feature
extends to any undead under your control.
Improved Animation
Beginning at 6th level, the negative energy you use to
summon your undead is fortified within them. Undead
you raise have additional hit points and bonuses to their
attack rolls equal to your proficiency bonus. In addition,
whenever you cast a spell, use a feature, or use an item
to raise undead, you may raise one additional undead of
the type you have chosen with the spell, feature, or item.
This additional undead does not occur with the
Necromancer’s Animate Major Undead feature.
Undead Resolve
Beginning at 10th level, your bond with the dead has
strengthened their resolve against that which is holy.
Undead you control have advantage on Wisdom saving
throws against Turn Undead attempts. In addition,
undead you raise add your proficiency bonus to their
Armor Class.
Lord of the Undead
Beginning at 14th level, you’ve reached the epitome of
raising undead. Your undead creatures no longer have a
damage vulnerability. And the number of Hit Points of
your undead is raised by your Necromancer level.
In Addition, you can use life tap through the range of
touch of one of your undeads, which cures you or the
undead you chose to use (your choice).
Necromancer Spell list
Cantrips (0 Level) 2nd Level 4th Level Harm
Chill Touch Blindness/Deafness Blight Magic Jar
Spare the dying Gentle Repose Shadow of Moil Soul Cage
Toll the dead Ray of Enfeeblement Evard’s Black Tentacles Disintegrate
Mage hand Misty Step Sickening Radiance
Mending Hold Person 7th Level
Protection from Poison 5th Level Finger of Death
1st Level Contagion Resurrection
Cause Fear 3rd Level Danse Macabre
False Life Animate Dead Enervation 8th Level
Inflict Wounds Bestow Curse Negative Energy Flood Abi-Dalzim’s Horrid Wilting
Ray of Sickness Feign Death Raise Dead Clone
Shield Life Transference Cloudkill
Hex Revivify 9th Level
Speak with Dead 6th Level Astral Projection
Spirit Shroud Circle of Death True Resurrection
Summon Undead Create Undead Invulnerability
Vampiric Touch Eyebite

You might also like